This file consists of conversions taken from the Secrets of Naboo supplement for the d20 Star Wars Roleplaying Game.

- Brief Supplement Overview -

This supplement gives a detailed account of the Naboo system. I didn't expect to like this supplement much, but I enjoyed it in spite of myself. A lot of non-rules-based information is presented, making it suitable for fans of Episode I who don't intend to actually play the role-playing game. The interior art is composed mostly of photos from the movie, with a few illustrations and maps here and there.

What pleased me the most is that just about everything presented in this supplement was new. Even though most of the equipment and NPCs presented are very strictly Naboo-oriented, they can easily be used as-is or mined for inspirational use in other (non-Naboo) storylines. Aside from the heaps of equipment, creatures, and characters presented, there is also an adventure that allows a group of players to be involved with the events presented in Episode I as they unfold. Though I'm not generally inclined to run or participate in such adventures, I'm sure that there are others who would enjoy it.

The book is perfect-bound, though the paper and binding (at least in my case) seem to be fairly low-quality. There is a certain amount of warping in the spine of my copy, and opening the book all the way gives me the impression that I'm going to ruin it. While I like this product, I do wish the materials used to construct it were of higher quality. The cover is glossy, while the interior is black and white. At 96 pages for $19.95, it is a bit expensive when compared to products from other companies with similar page counts.

Should you buy it? I would have to say, "Yes, you should." It contains a slew of information usable in most any setting, and is especially applicable to games set in the "Rise of the Empire" era.

Electropole (SON, sidebar, page 50)
Model: Otoh Gunga Defense League ElectropoleType: Melee WeaponScale: CharacterCost: Not available for saleAvailability: 3; RDifficulty: ModerateDamage: STR+1D+1 (stun or killing)Game Notes: This staff can deliver both bludgeoning (lethal) and electrical (stun) damage at the wielder's whim. Before damage is rolled, the wielder must decided what percentage of stun and real damage he will inflict on the target.

Energy Balls (SWd20, chart, page 116; SON, sidebar, page 50)
These are the blue energy balls used as missile weapons by Gungans. They can be thrown like grenades, but are generally hurled with an atlatl or a cesta. Damage from energy balls is considered to be energy damage (as opposed to physical damage) insofar as armor value is concerned. According to the "Secrets of Naboo" supplement (which gives more detail on energy balls), energy balls function just like ion cannons do (refer to SWD6, page 127, and the effects of ionized controls on page 128), and come in two scales: character (used in atlatls and cesta) and speeder (used in the Gungan Battle Wagon Mk. II's catapult). In addition to use against vehicles, energy balls work against droids in a manner similar to a Jawa ionization gun. Against creatures and characters, the energy balls only inflict stun damage. The text on page 49 of SON indicates that they come in a variety of sizes, so it is possible that they are available in walker scale as well. Energy balls do 3D ionization and/or stun damage, adjusted for scale.

Glie Poisons (SON, sidebar, page 52)
Model: Naboo Glie PoisonsType: PoisonsScale: CharacterCost: Unlisted, though probably very high (perhaps 500-2000 per ounce, depending on the desired effect)Availability: 3; XGame Notes: These poisons are refined from a type of algae that is native to Naboo (for details, see the sourcebook). The refined algae can be used to make a number of poisons. When a poison is ingested, a character must roll his Strength score to resist the effects, and the difficulty depends on the poison being administered. Below is a list of glie poison types, their converted onset times, Strength check difficulties, detection difficulties, and any effects. For more details on Glie Poisons, please see the entry in "Secrets of Naboo."

Type

Onset

Resist Diff.

Detection Diff.

Game Effects

Intoxication

1 min

V. Diff.

V. Diff.

Drunkenness, -2 on ability/skill rolls

Musc. Spasm

1D/2 min

V. Diff.

Moderate

-1D on all ability/skill rolls

Seizures

1D min

Difficult

Difficult

-2D on all ability/skill rolls

Sleep

1D min

Moderate

Moderate

Unconsciousness

Paralyzation

1D min

Difficult

Difficult

Without care, death will result

Heart Failure

2D hrs

Difficult

V. Diff.

Heart attack, possibly death

Death (1)

1D min

Easy

Moderate

Death

Death (2)

1D hrs

Moderate

Difficult

Death

Death (3)

2D hrs

V. Diff.

V. Diff.

Death

As far as the game effects are concerned, the deciding roll is the initial Strength roll to resist the poison. In the case of a failure, the subject suffers whatever the game effect is. Dosage must be in the correct amount, based on the size/strength/species of the subject as detailed on page 62. No effect durations are listed, however, so assume that all effects (with the exception of Heart Failure and Death) last for 10 hours, minus the number dice in the subject's Strength rating (ie, someone with a Strength score of 2D+1 would suffer the effects for 10-2, or 8 hours). In the case of glie that produces heart failure, note the amount by which the target fails his Strength check, and after the onset time has expired, apply it as if it were damage.

Millaflower (SON, sidebar, page 54)
Model: Millaflower ExtractType: TranquilizerScale: CharacterCost: 30 doses for 15+2D credits (from a pharmacist), or 30+3D credits (illegally)Availability: 3; RGame Notes: Millaflowers are used to soothe nerves, but this has no game effect. The extract of the millaflower, however, is a potent tranquilizer. Effects of the tranquilizer are as listed in the sidebar on page 54, while the game effects in D6 terms are listed below. For each dose administered, one Strength roll versus the listed difficulty is permitted. Each successive roll is more difficult than the last, but each successful roll negates the most serious effect that the dosage would otherwise indicate.

Dose

Effect

Resist Diff.

Detection Diff.

Game Effects

1

Relaxed

V. Easy

Heroic +5

Character is relaxed

2

Uninhibited

Easy

Heroic

Character is unrestrained

3

Intoxicated

Moderate

V. Diff.

Character is drunken (-2 to all actions)

4

Sleep

Difficult

Difficult

Character is unconscious

5

Paralyzation

V. Diff.

Moderate

Death in 1 hour without care

6

Heart Failure

Heroic

Easy

Immediate death without care

Drug effects last for 10 hours, minus the number dice in the subject's Strength rating (ie, someone with a Strength score of 2D+1 would suffer the effects for 10-2, or 8 hours), and this duration does not change regardless of the dosage administered. Multiple doses can be given within a 24 hour period, and will count as additional doses as per the above chart.

Naboo Royal Pistol (SON, sidebar, page 41)
Model: Theed Arms Royal PistolType: Hold-Out BlasterScale: CharacterSkill: Blaster: Royal PistolAmmo: 50Cost: Not available for sale (Power Pack: 25)Availability: 4; R or XFire Rate: 1Range: 3-4/8/12 (short barrel), 3-10/20/30 (long barrel)Damage: 3D+1Game Notes: The Naboo royal pistols are custom-made, and not available to anyone but the Queen and her personal entourage. When used by the person for whom it was made, the pistol grants a +1D bonus to Blaster skill rolls. The pistols are equipped with a short barrel and a long barrel. The short barrel makes the weapon easier to conceal, but hampers the range somewhat. It takes one action to switch barrels.

Neimoidian Data Goggles (SON, sidebar, page 17)
Model: Stock Neimoidian Data GogglesType: Cybernetic InterfaceScale: CharacterCost: 2,000 (includes implants and surgery)Availability: 3; F or RGame Notes: This is a cybernetic implant used by Neimoidians, and is not usually installed in non-Neimoidian patients (see below). To be of use, the goggles must be properly attuned to the wearer, and linked to a ship's computer and communications system. The goggles grant a 1D+2 bonus on all Astrogation, Computer Programming/Repair, and appropriate spacecraft Repair rolls, as well as a 3D+1 bonus on all appropriate spacecraft Piloting rolls. If a successful attack disrupt the vessel's internal communications network, the user must make a Heroic Strength check or be stunned for 1D+1 rounds. The price for such an installation is not only financial  the mere installation of the implant causes the pilot to lose +2 pips of both Knowledge and Perception (the loss is permanent). Neimoidian surgeons are unlikely to install this sort of hardware into non-Neimoidians without a sufficient bribe. However, since the technology is made specifically for Neimoidians, any character of another species loses twice as much Knowledge and Perception (ie, +4 pips/1D+1) due to the installation.

Personal Energy Shield (SON, sidebar, page 50)
Model: Otoh Gunga Defense League Standard Issue Energy ShieldType: Personal Energy ShieldScale: CharacterSkill: Melee Parry: Personal Energy ShieldCost: Not available for saleAvailability: 3Game Notes: This personal energy shield is held and wielded much the same way as a normal shield. The user makes a Melee Parry skill check to deflect incoming attacks, be they from melee weapons or blasters. Success indicates that the shield takes the damage. The shield has a Strength of 5D. If the damage roll is greater than the shield's Strength roll, excess damage affects the shield bearer. Every time the shield is compromised, the protection value is reduced by 1D.

Portable Shield Generator (SON, sidebar, page 50)
Model: Otoh Gunga Stock Shield Generator UnitsType: Portable Blast ShieldScale: SpeederCost: Not available for saleCrew: 2 operators (one for the capacitor, one for the generator), 2 fambaas, plus any fambaa handlersAvailability: 3Game Notes: This is a portable shield generator used by Gungans. It projects a circular shield canopy that provides protection for everything within a 75-meter radius of the capacitor. Multiple shields can be positioned so that their effects overlap. A shield provides 5D of protection from small, fast-moving objects that produce extreme heat (such as projectiles from weapons fire, as well as lasers and blasters (I presume)), and restricts the movement of large, slow-moving objects (such as troop transports and tanks). It will not stop the passage of small, slow-moving object, such as foot soldiers, nor will it protect against small projectiles that generate no energy signatures or only miniscule amounts of hear (such as arrows). Each time damage penetrates the force field, it loses 1D from its rating.

S-5 Heavy Blaster/Ascension Gun (SON, sidebar, page 41)
Model: Theed Arms S-5 Heavy Blaster PistolType: Heavy BlasterScale: CharacterSkill: Blaster: S-5 (for heavy blaster), Firearms: S-5 (for microdarts and cable/grappling hook)Ammo: 20 blast charges, 10 microdarts, and 2 twenty-meter long liquid cablesCost: 1000 (Power Packs: 25)Availability: 3; F, R, or XFire Rate: 1Range: 3-10/30/60 (blaster and microdarts), 3-12/36/72 (cable)Damage: 5D (blaster), Paralysis (poison microdarts, see below), or Entanglement (liquid cable)Game Notes: This weapon can fire normal heavy blast charges, poisoned microdarts, or a length of liquid cable. Microdarts inflict no damage, but if used against an unarmored target (or an unarmored portion of a target, see the rules for called shots, SWD6, page 91), they inject a paralyzing poison. The target of such an attack must succeed at a Moderate Strength check or be paralyzed and unable to move for 2D minutes. The liquid cable can be used to scale walls (in conjunction with a grappling hook attachment), or can be used to ensnare an opponent. If a hit his scored with the cable, roll 4D "damage" against the target's Dexterity rating with the following results: 0-3: Grazed, -2 pips to Dexterity until freed, Very Easy Strength check to break free; 4-8: Lightly entangled, -1D to Dexterity until freed, Easy Strength check to break free; 9-12: Heavily entangled, -2D to Dexterity until freed, Moderate Strength check to break free; 13-15: Severely entangled, -3D to Dexterity until freed, Very Difficult Strength check to break free; 16+: Completely entangled, cannot perform any actions, Heroic Strength check to break free.

Clodhopper (SON, sidebar, page 54)
Dexterity 5Ddodge 6DPerception 1D
Strength 2Dclimbing/jumping 6DSpecial Abilities:Pesticide/Poison Resistance: If a clodhopper successfully resists a given pesticide or poison, all further exposure to that toxin by the clodhopper or his descendants is at a +5D bonus.Swarm Attack: Clodhoppers do not attack individually, but in swarms. Damage is equal to the swarm's Strength rating plus 1D. The swarm's Strength is equal to 1D, +1 pip for every 20 clodhoppers. For example, a swarm of 200 Clodhoppers would do 4D+1 damage.Move: 30Size: 1 meter long (adult)

Nuna "Swamp Turkey" (SON, sidebar, page 58)
Dexterity 1D+1
Perception 1D
Strength 1D+1
Special Abilities:Bite: Does Strength +1 damgeKick: Does Strength +2 damage.Story Factors:Allergic Reaction: Rodians and Twi'leks suffer from a potentially lethal allergy to nuna meat. A member of either species who partakes of nuna meat must succeed at a Moderate Strength check. Failure indicates that the character's throat swells shut, impairing breathing. If not treated with the appropriate anti-toxin, the character will suffocate. Even if the Strength check is successful, the character will be stricken with severe headache and stomach cramps which penalizes all the character's actions by -1D for twenty hours. If the character is a Force user, any use of Force skills within that period of time receives a -2D penalty. This illness can be cured by administering the appropriate antitoxin.Move: 5Size: .5 meters tall

Opee Sea Killer (SON, sidebar, page 59)
Dexterity 2D+2tongue attack 3D+1Perception 1Dhide 5D+2Strength 8D+1swimming 9DSpecial Abilities:Bite: Does Strength +3D damage.
Low Light Vision: An opee sea killer can see twice as far as a human in dim light.Tongue Attack: A target hit by the opee sea killer's tongue can attempt to break free by making a Heroic difficulty Strength/Hull roll, modified by the scale of the target. Failure indicates that the sea killer draws the prey into its mouth and bites on the following turn.Move: 63; 180 km/hSize: Unlisted (gargantuan)